VideoCommon: don't read alpha from efb which don't have alpha

This fixes issue 6788
D3D: also fix MAX_COPY_BUFFERS

the D3D backend caches the colmat buffers. As we've created more different colmats, the maximum of this matrices must also be updated.
Merge branch 'efb2tex_alpha'
VideoCommon: reorder cbufid in orderer. We've used once two times
Opengl: Fix opengl realxfb "macroblocking"/bluring issue.

YUYV textures should NEVER be interpolated/filtered in RGB colour space.
Use TexelFetch to always fetch an actual texture sample.

issue 6503
Opengl: fix real XFB sample positions

(0,0) and (1,0) aren't accurate xfb sample positions. This fixes the image shift to the left and some blocking on higher IR.
Fix OpenGL ES 3 in the recent changes. texelFetch doesn't require the lod argument in desktop GLSL versions, but in GLSL ES 3 it is a required argument.
Fix Desktop GLSL versions in the recent changes.

Seems OpenGL ES 3 Requires you must have an lod argument, while Desktop
versions require you must not have a lod argument if you are using a
Sampler2DRect (which doesn't do Mipmapping).
[ARM] Implement the Acid test in the JIT core. This test is currently broken in JIT64 since it uses cr instead of cr_fast.
OpenGL: Enable filtering for EFB to Real XFB copies.

This fixes Real XFB Jaggies in OpenGL on games which use yscaling, such
as most PAL games.

This fixes the last of the "Real XFB Macroblocking" issues for opengl,
see issue #6503
Add comments for anybody attempting accuracy improvements in the future.
OpenGL: cleanup yuv2rgb (real xfb) workflow

We neither scale nor render from subimages, so we by using gl_Position, we don't have to generate _any_ vertices for this converting.

Also remove the glTexSubImage optimization as every driver does it when needed. But there are some workflows (eg on APU) where it's better to realloc this texture instead of a second memcpy or stall.
[Android] Due to recent changes in code breaking Tegra 4 support, and also the upcoming code which will be breaking GLES2 support entirely. Taking the initiative to drop the remaining support code from the codebase in preparation for the upcoming changes. For a look at how Dolphin on Tegra 4 looked like prior and would not have been able to be fixed at all due to Tegra 4 not supporting the precision we need in our shaders; Look at this Youtube video http://youtu.be/Ga7Jc_Ote7U
[Android] Enable the ability to find OpenMP on Android...which isn't used in the generic texture decoder so no win.
[Android] Enable hard-float support. Requires Android NDK r9b.